TOKYO GAME SHOW 2011 Visitors Survey Report November 2011

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TOKYO GAME SHOW 2011 Visitors Survey Report November 2011 TOKYO GAME SHOW 2011 Visitors Survey Report November 2011 Computer Entertainment Supplier's Association ■ Contents ■ Outline of Survey 3 Ⅰ.Visitors' Characteristics 4 1.Gender -------------------------------------------------------------------------- 4 2.Age ---------------------------------------------------------------------------- 4 3.Residential area --------------------------------------------------------------- 5 4.Occupation --------------------------------------------------------------------- 5 5.Hobbies and interests --------------------------------------------------------------- 6 Ⅱ.Household Videogames 9 1.Hardware ownership・Hardware most frequently used -------------------------------------- 9 2.Hardware the respondents wish to purchase --------------------------------------------- 12 3.Favorite game genres ---------------------------------------------------------------- 15 4.Frequency of game playing ----------------------------------------------------------- 19 5.Duration of game playing ------------------------------------------------------------- 21 6.Tendency of software purchases ------------------------------------------------------ 24 7.Tendency of software purchases by downloading ----------------------------------------- 27 Ⅲ.Social Games 28 1.Familiarity with SNS and social games -------------------------------------------------- 28 2.Hardware used for SNS 【All SNS users】 ------------------------------------------------ 31 3.Frequency of game playing 【All social game players】 ------------------------------------- 34 4.Duration of social game playing 【All social game players】 --------------------------------- 36 5.Familiarity with pay-to-play smartphone game contents 【All social game players】 ------------ 39 6.Titles of favorite social games 【All social game players】 ---------------------------------- 40 Ⅳ.Smartphones Game Contents 41 1.Familiarity with smartphones game contents --------------------------------------------- 41 2.Familiarity with pay-to-play game contents for smartphones 【All the current smartphones/PDA game players】 ---------------------------------------- 42 Ⅴ.Mobile Phone Game Contents 43 1.Familiarity with mobile phone game contents -------------------------------------------- 43 2.Familiarity with pay-to-play mobile phone game contents 【All the current mobile phone game players】 -------------------------------------------- 44 3.Methods of payment for mobile phone game contents 【All the current players of pay-to-play mobile phone games 】 ----------------------------- 45 - 1 - Ⅵ.On-line Games 46 1.Familiarity with on-line games --------------------------------------------------------- 46 2.Familiality with pay-to-play on-line games 【All the current on-line game players】 ------------------------------------------------- 47 3.Methods of paying for on-line games 【All the current pay-to-play network (on-line) game players】 《Multiple answers》 -------------- 48 Ⅶ.Arcade Games 49 1.Familiarity with arcade games --------------------------------------------------------- 49 Ⅷ.Influence of the Great Tohoku-Kanto Earthquake 50 1.Change in game playing time after the Great Tohoku-Kanto Earthquake --------------------- 50 2.Support for the disaster victims ------------------------------------------------------- 51 Ⅸ.Rating Label 52 1.Awareness of the rating label --------------------------------------------------------- 52 2.Familiarity with the function of a rating label 【All who knew the rating label】 ------------------ 53 3.Descriptions of rating label given by respondents 【All respondents who were very familiar or only slightly familiar with the function of the rating label】 -------- 54 4.Awareness of the rating label Z 【All who were aware of the rating label】 ------------------- 55 Ⅹ.Turnout at TOKYO GAME SHOW 2011 56 1.Information source about TOKYO GAME SHOW 2011 ------------------------------------- 56 2.Number of past visits to TOKYO GAME SHOW ------------------------------------------- 59 3.Time Scheduled to Spend at TOKYO GAME SHOW 2011 ---------------------------------- 60 4.Number of Games Scheduled to Play at TOKYO GAME SHOW 2011 ------------------------- 61 5.Manufacturers' booths the respondents thought was the best 《Free answer》 ------------------ 62 6.Areas the respondents visited -------------------------------------------------------- 63 7.Cheer Up Japan with Games Area 【All "Cheer Up Japan with Games Area" visitors】 ---------------------------------------- 64 8.Degree of satisfaction with TOKYO GAME SHOW 2011 ------------------------------------ 66 9.Intention to visit the next TOKYO GAME SHOW ----------------------------------------- 67 Appendix 1) Sample Survey Form ------------------------------------------------------------ 68 Appendix 2) Location of Questionnaire Booths -------------------------------------------------- 72 - 2 - ■ Outline of Survey 1 Aim : To obtain data useful for CESA members in mapping out their marketing strategies, by identifying the basic characteristics of visitors (game users) to TOKYO GAME SHOW 2011 (hereafter, TGS 2011) organized by CESA and obtaining information about the consoles and games the visitors currently use. 2 Target : Individual men and women of ages 3 or older who visited TGS 2011 3 Method : Questionnaire survey at booths in TGS 2011 venue * Refer to P 76 for the locations of the booths. 4 Period : September 18 (Sun.), 2011 [10:00 - 17:00] 5 Visitor Turnout : No. of collected No. of valid Total number of visitors (persons) samples responses Sept. 15 (Thur.) 25,631 - - Sept. 16 (Fri.) 27,042 - - Sept. 17 (Sat.) 86,251 - - Sept. 18 (Sun.) 83,744 1,276 S 1,124 S Total 222,668 1,276 S 1,124 S * Sept. 15 (Thu.) and 16 (Fri.) were arranged as "Business Days" solely for industry-related visitors. (Extended to two days since TGS2007.) No. of visitors Date Site ■ Outline of the past 20 exhibitions (Total) ’96 Aug. 22 (Thur.)~24 (Sat.) '96 Tokyo Big Site 109,649 ’97 Spring Apr. 4 (Fri.)~ 6 (Sun.) '97 Tokyo Big Site 121,172 ’97 Autumn Sept. 5 (Fri.)~ 7 (Sun.) '97 Makuhari Messe 140,630 ’98 Spring Mar. 20 (Fri.)~ 22 (Sun.) '98 Makuhari Messe 147,913 ’98 Autumn Oct. 9 (Fri.)~ 11 (Sun.) '98 Makuhari Messe 156,455 ’99 Spring Mar. 19 (Fri.)~21 (Sun.) '99 Makuhari Messe 163,448 ’99 Autumn Sept. 17 (Fri.)~ 19 (Sun.) '99 Makuhari Messe 163,866 2000 Spring Mar. 31 (Fri.)~Apr. 2 (Sun.) 2000 Makuhari Messe 131,708 2000 Autumn Sept. 22 (Fri.)~ 24 (Sun.) 2000 Makuhari Messe 137,400 2001 Spring Mar. 30 (Fri.)~Apr. 1 (Sun.) 2001 Makuhari Messe 118,080 2001 Autumn Oct. 12 (Fri.)~14(Sun.) 2001 Makuhari Messe 129,626 2002 Sept. 20 (Fri.)~ 22 (Sun.) 2002 Makuhari Messe 134,042 2003 Sept. 26 (Fri.)~28(Sun.) 2003 Makuhari Messe 150,089 2004 Sept. 26 (Fri.)~28(Sun.) 2004 Makuhari Messe 160,096 2005 Sept. 16 (Fri.)~18 (Sun.) 2005 Makuhari Messe 176,056 2006 Sept. 22 (Fri.)~24 (Sun.) 2006 Makuhari Messe 192,411 2007 Sept. 20 (Thur.)~23 (Sun.) 2007 Makuhari Messe 193,040 2008 Oct. 9 (Thur.)~12 (Sun.) 2008 Makuhari Messe 194288 2009 Sept. 24 (Thur.)~27 (Sun.) 2009 Makuhari Messe 185,030 2010 Sept. 16 (Thur.)~19 (Sun.) 2010 Makuhari Messe 207,647 6 Analytical Method : Cross analysis focusing on the characteristics of the subjects and the frequency of their game playing. ※ It needs to be reminded that each survey result does not necessarily represent the trends of the general public since these surveys target visitors to TGS, which is more likely to attract hard-core users. Regarding the regular survey items such as the visitors' basic characteristics, the results are compared with those of TGS 2009 and TGS 2010 (the two most recent preceding shows). 7 Organizers : Executive organization: Computer Entertainment Supplier's Association (CESA) Planning organization: NIPPON TELENET CORPORATION - 3 - Ⅰ.Visitors' Characteristics 1.Gender [Q] Your gender (単位:%) Number of samples 0 20406080100 (persons) TOKYO GAME SHOW 75.8 24.2 2011/Total 1,124 TOKYO GAME SHOW 74.7 25.3 2010/Total 1,171 TOKYO GAME SHOW 73.9 26.1 2009/Total 1,109 Male Female - 2.Age [Q] Your age (Unit: %) Number of Average samples 0 20406080100(yrs. old) (persons) 2.3 1.3 TOKYO GAME SHOW 5.1 8.1 9.5 22.2 16.1 26.0 9.3 2011/Total 1,124 26.3 2.3 1.4 Male 852 4.7 8.9 9.9 24.9 15.6 25.0 7.3 25.6 2.2 1.1 Gender Female 272 6.3 5.5 8.5 14.0 17.6 29.0 15.8 28.5 1.6 1.4 TOKYO GAME SHOW 2010/Total 1,171 4.9 6.1 9.2 22.3 16.5 27.2 10.8 27.0 2.4 1.9 TOKYO GAME SHOW 5.4 10.4 10.6 25.3 17.8 18.7 7.5 2009/Total 1,109 24.8 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older ・The ratio of male visitors increased for two consecutive years, reaching 75.8%. ・The age category with the highest number of visitors was the "30-39" category (26.0%). The ratios of young people in the "3-9" (2.3%), "10-12" (5.1%), "13-15" (8.1%) and "16-18" (9.5%) categories increased compared to the previous year. - 4 - 3.Residential area [Q] Your area of residence (Unit:%) Number of samples 0 20406080100 (persons) TOKYO GAME SHOW 20.3 6.4 12.9 15.4 24.8 4.3 15.9 2011/Total 1,124 2.3 TOKYO GAME SHOW 23.0 7.2 14.0 12.6 22.3 18.6 2010/Total 1,171 TOKYO GAME SHOW 2009/Total 1,109 23.4 8.6 16.1 13.1 21.4 4.1 13.4 Within Tokyo's 23 wards Tokyo Area (outside of its 23 wards) Kanagawa Saitama Chiba Ibaraki Other prefectures - 4.Occupation [Q] Your occupation (Unit:%) Number of samples 0 20406080100 (persons) 0.4 2.8 TOKYO GAME SHOW 6.4 6.9 9.2 4.5 11.9 43.6 8.6 5.5 2011/Total 1,124 0.5 2.7 Heavy user 443 10.4 11.5 13.1 3.8 12.9 32.1 9.5 3.6 0.0 3.0 Middle user 440 4.8 5.2 7.3 5.2 12.3 48.6 9.1 4.5 2.1 User category 1.2 1.7 2.9 Light user 241 5.4 4.6 9.5 55.6 6.2 10.8 0.3 3.3 TOKYO GAME SHOW 5.4 5.7 7.7 4.4 12.6 45.9 9.8 5.0 2010/Total 1,171 0.4 2.7 3.3 TOKYO GAME SHOW 6.3 9.7 10.7 4.1 13.2 40.2 9.3 2009/Total 1,109 Pre-school children Elementary school student Junior high school student Senior high school student Junior college or vocational school College/Graduate school student student/awaiting entry to school Company employee/ Part timer Housewife/Househusband Public employee/Self-employed Unemployed/Others - Note) CESA regards visitors to Tokyo Game Show as "game users", who are classified into three groups depeding on how often they play videogames and are defined as follows.
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